Commit Graph

1447 Commits

Author SHA1 Message Date
618bc6c679 GPU: use alpha blend that works for drawing to transparent buffer.
It's unlikely to ever be intentional to square the source alpha, as happens
with glBlendFunc, so this changes the blending throughout the code.
2018-02-14 14:00:57 +01:00
96a2807e73 Code cleanup: remove unneeded gla* 2D drawing functions. 2018-02-13 20:02:31 +01:00
754d3a2fe6 Object Mode: remove Scene.obedit for 3D View 2018-02-13 19:44:21 +11:00
5db950e860 Cleanup: use workspace for object_mode when possible 2018-02-09 22:14:39 +11:00
345c6298e9 Object Mode: move to workspace struct
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
  (context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
  this does work on a basic level though.

See D3037
2018-02-08 21:14:26 +11:00
5ec016169b Object Mode: use eval_ctx for context/screen code 2018-02-06 18:03:28 +11:00
032129ef35 Merge branch 'master' into blender2.8 2018-01-25 10:31:37 +11:00
9560c57e0b Fix T53874: more cases of OpenGL render to OpenEXR not working after recent changes. 2018-01-24 15:56:09 +01:00
c850320b35 Merge branch 'master' into blender2.8 2018-01-19 17:21:15 +11:00
7a24e0d175 Cleanup: typos 2018-01-19 15:34:54 +11:00
dfea9f43db Merge branch 'master' into blender2.8 2018-01-17 19:29:50 +11:00
a19e3bdad8 Fix T53810: Crash removing a scene used in render
Header drawing accesses the scene too.
2018-01-17 10:03:22 +11:00
f20bb6c63f Merge branch 'master' into blender2.8 2018-01-04 00:09:10 +11:00
2f8c2572ed Fix T53632: Objects outside scene shown in popup
Only show objects in current scene when not pinned.

This commit adds a filter argument to id-template
since we may want to filter by other criteria.
2018-01-03 21:54:02 +11:00
Dalai Felinto
b79b8478ee Cleanup: Rename ViewLayer *sl > ViewLayer *view_layer 2017-11-23 14:58:01 -02:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
Julian Eisel
7f96323cd0 Merge branch 'master' into blender2.8 2017-11-19 13:16:14 +01:00
40c8a18229 Cleanup: style 2017-11-18 17:22:54 +11:00
Dalai Felinto
1cb6cea71c Merge remote-tracking branch 'origin/master' into blender2.8 2017-11-13 11:48:48 -02:00
5b3c15e336 Fix T53294: bpy.ops.image.open crash 2017-11-12 16:05:28 +11:00
Dalai Felinto
cec7f1215a Rename Scene macros back to their original _NEW less names 2017-11-09 13:35:46 -02:00
7b1d707481 Merge branch 'master' into blender2.8 2017-11-08 00:20:59 +01:00
2a097527f2 Fix various issues with (multiview) OpenEXR file save/load.
* Fix saving a multiview render from the image editor giving invalid files.
* Fix failure to load multiview images with a single view per part.
* Fix loss of multiview metadata when saving/loading a single view.
* Fix Z-Buffer writing option for single layer EXR not being respected.

Multiview EXRs are now always handled as multilayer internally, significantly
reducing the amount of code.

Reviewed By: dfelinto

Differential Revision: https://developer.blender.org/D2887
2017-11-07 23:20:22 +01:00
ed7260071b Fix EXR multilayer compositing result saving issues.
* It was saved as Combined.Combined instead of Composite.Combined.
* It was written even if no compositing was enabled.
2017-11-07 22:35:12 +01:00
e0936e74ab Fix image editor showing pass name when there is only a combined pass. 2017-11-07 22:35:12 +01:00
ef96f36ee9 Move background images into the camera
This moves background images out of the 3D viewport,
to be used only as camera reference images.

For 3D viewport references,
background images can be used, see: D2827

Some work is still needed
(background option isn't working at the moment).
2017-10-26 22:02:40 +11:00
ec2bbc90e7 Merge branch 'master' into blender2.8 2017-10-18 17:09:41 +11:00
ab7ebf2b10 Cleanup: Use const for RNA EnumPropertyItem args
Practically all access to enum data is read-only.
2017-10-18 16:04:07 +11:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
a2758152e2 Merge branch 'master' into blender2.8 2017-10-16 22:28:24 +11:00
870b4b6735 WM: refactor gestures for use as tools
Border and circle select wait for input by default.
This commit uses bool properties on the operators instead of
magic number (called "gesture_mode").

Keymaps that define 'deselect' for border/circle select
begin immediately, exiting when on button release.
2017-10-16 22:21:46 +11:00
8550c2b922 Cleanup: modal operator border callback names
Use same convention as all others.
Remove 'select' since these are used for zoom as well.
2017-10-16 17:03:08 +11:00
ea606a7847 Merge branch 'master' into blender28 2017-10-06 21:25:33 +11:00
c454d816a9 Cleanup: style 2017-10-06 16:56:41 +11:00
63c472b4f9 Merge branch 'master' into blender2.8 2017-10-04 22:18:05 +05:00
08f728a3e9 Cleanup: redundant casts 2017-10-04 16:52:55 +11:00
9bd40cbce1 Merge branch 'master' into blender2.8 2017-09-27 11:18:23 +10:00
43b4913051 Math Lib: Add non-clamped round_* functions
Replace iroundf with round_fl_to_int, add other types
2017-09-27 11:13:03 +10:00
63dfb5bb97 Cleanup: naming (GPU immediate util) 2017-09-26 15:21:01 +10:00
028c5592cd Merge branch 'master' into blender2.8 2017-09-15 12:35:20 +05:00
ff79406404 Fix T52653: Render output of linked scenes conflicts with other scenes with the same name
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.

On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.

The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.

Reviewers: campbellbarton, mont29, brecht

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2836
2017-09-14 16:50:19 +05:00
6d359e4498 Cleanup: use explicit 2d suffix for imm utils
Avoid ambiguity between 2d/3d (which were already named).
2017-09-14 01:24:50 +10:00
77497175fa Cleanup/refactor: no new general arg-less macros enforcing var names please!
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
2017-08-15 15:59:38 +02:00
49c0ad1188 Revert "Fix manipulator handles getting added each refresh"
This reverts commit 122706db9c.

Would loose manipulators, will check for duplicates instead.
2017-07-30 15:38:32 +10:00
122706db9c Fix manipulator handles getting added each refresh
The same manipulator map handler would accumulate,
slowing down interactions.
2017-07-22 01:57:23 +10:00
9fbef5d5d5 Merge branch 'master' into blender2.8 2017-07-21 11:18:02 +02:00
db8bc1d982 Fix a few harmless maybe uninitialized warnings with GCC 5.4.
GCC seems to detect uninitialized into function calls now, but then isn't
always smart enough to see that it is actually initialized. Disabling this
warning entirely seems a bit too much, so initialize a bit more now.
2017-07-21 00:54:58 +02:00
Dalai Felinto
b48694639a Workspace: Fix crash on preview, and sanitize placeholder functions
This commit effectively makes workspace switching useless as far as the
active scene layer goes.

The functions from the scene layer API to get the correct scene layer
from "context" were a placeholder to be addressed by the workspace
commit.

When workspace was merged, however G.main was used as a replacement to pass the
correct argument for the functions. As it turned out (surprise!) this
leads to crash on render preview.

We need to get rid of:
* BKE_scene_layer_context_active_ex_PLACEHOLDER
* BKE_scene_layer_context_active_PLACEHOLDER

And either use SceneLayer explicitly or replace it by:
* BKE_scene_layer_from_workspace_get
2017-07-14 11:42:31 +02:00
474454be39 Cleanup/rename etc. dashed line shaders.
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
2017-07-13 16:47:58 +02:00
64dd9a117d Merge branch 'master' into blender2.8 2017-07-11 14:21:05 +10:00